[][src]Trait bakkesmod::wrappers::unreal::SpringPickup

pub trait SpringPickup: TargetedPickup {
    fn get_force(&self) -> f32 { ... }
fn get_vertical_force(&self) -> f32 { ... }
fn get_torque(&self) -> Vector { ... }
fn get_b_apply_relative_force(&self) -> bool { ... }
fn get_b_apply_constant_force(&self) -> bool { ... }
fn get_b_break_constant_force_with_hit(&self) -> bool { ... }
fn get_b_apply_relative_constant_force(&self) -> bool { ... }
fn get_b_instant(&self) -> bool { ... }
fn get_b_follow_after_hit(&self) -> bool { ... }
fn get_b_springed(&self) -> bool { ... }
fn get_relative_force_normal_direction(&self) -> f32 { ... }
fn get_max_spring_length(&self) -> f32 { ... }
fn get_constant_force(&self) -> f32 { ... }
fn get_from_offset(&self) -> Vector { ... }
fn get_spring_mesh_scale(&self) -> Vector { ... }
fn get_spring_mesh_initial_size(&self) -> f32 { ... }
fn get_spring_rotation_offset(&self) -> Rotator { ... }
fn get_hitting_mesh_scale(&self) -> Vector { ... }
fn get_hitting_mesh_offset(&self) -> Vector { ... }
fn get_hitting_rotation_offset(&self) -> Rotator { ... }
fn get_hit_distance_offset(&self) -> f32 { ... }
fn get_after_spring_duration(&self) -> f32 { ... }
fn get_ball_hit_type(&self) -> u8 { ... }
fn get_min_spring_length(&self) -> f32 { ... }
fn get_welded_force_scalar(&self) -> f32 { ... }
fn get_welded_vertical_force(&self) -> f32 { ... }
fn get_current_spring_length(&self) -> f32 { ... }
fn get_springed_time(&self) -> f32 { ... }
fn get_after_spring_time(&self) -> f32 { ... }
fn get_spring_to_time(&self) -> f32 { ... }
fn get_spring_origin(&self) -> Vector { ... }
fn get_springed_location(&self) -> Vector { ... }
fn get_springed_normal(&self) -> Vector { ... }
fn get_springed_length(&self) -> f32 { ... }
fn pickup_end(&self) { ... }
fn handle_car_touched_ball(
        &self,
        ball: BallWrapper,
        other_car: CarWrapper,
        hit_type: u8
    ) { ... }
fn scale_spring_mesh_to_location(
        &self,
        new_location: Vector,
        target_loction: Vector
    ) { ... }
fn apply_forces(&self, active_time: f32) { ... }
fn get_relative_constant_force(&self, direction: Vector) -> Vector { ... }
fn get_relative_impulse(&self, direction: Vector) -> Vector { ... }
fn do_spring(&self, b_first_hit: bool) { ... }
fn pickup_start(&self) { ... } }

Provided methods

fn get_force(&self) -> f32

fn get_vertical_force(&self) -> f32

fn get_torque(&self) -> Vector

fn get_b_apply_relative_force(&self) -> bool

fn get_b_apply_constant_force(&self) -> bool

fn get_b_break_constant_force_with_hit(&self) -> bool

fn get_b_apply_relative_constant_force(&self) -> bool

fn get_b_instant(&self) -> bool

fn get_b_follow_after_hit(&self) -> bool

fn get_b_springed(&self) -> bool

fn get_relative_force_normal_direction(&self) -> f32

fn get_max_spring_length(&self) -> f32

fn get_constant_force(&self) -> f32

fn get_from_offset(&self) -> Vector

fn get_spring_mesh_scale(&self) -> Vector

fn get_spring_mesh_initial_size(&self) -> f32

fn get_spring_rotation_offset(&self) -> Rotator

fn get_hitting_mesh_scale(&self) -> Vector

fn get_hitting_mesh_offset(&self) -> Vector

fn get_hitting_rotation_offset(&self) -> Rotator

fn get_hit_distance_offset(&self) -> f32

fn get_after_spring_duration(&self) -> f32

fn get_ball_hit_type(&self) -> u8

fn get_min_spring_length(&self) -> f32

fn get_welded_force_scalar(&self) -> f32

fn get_welded_vertical_force(&self) -> f32

fn get_current_spring_length(&self) -> f32

fn get_springed_time(&self) -> f32

fn get_after_spring_time(&self) -> f32

fn get_spring_to_time(&self) -> f32

fn get_spring_origin(&self) -> Vector

fn get_springed_location(&self) -> Vector

fn get_springed_normal(&self) -> Vector

fn get_springed_length(&self) -> f32

fn pickup_end(&self)

fn handle_car_touched_ball(
    &self,
    ball: BallWrapper,
    other_car: CarWrapper,
    hit_type: u8
)

fn scale_spring_mesh_to_location(
    &self,
    new_location: Vector,
    target_loction: Vector
)

fn apply_forces(&self, active_time: f32)

fn get_relative_constant_force(&self, direction: Vector) -> Vector

fn get_relative_impulse(&self, direction: Vector) -> Vector

fn do_spring(&self, b_first_hit: bool)

fn pickup_start(&self)

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Implementors

impl SpringPickup for BallCarSpringPickupWrapper[src]

impl SpringPickup for BallLassoPickupWrapper[src]

impl SpringPickup for BattarangPickupWrapper[src]

impl SpringPickup for SpringPickupWrapper[src]

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